/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorAssetLibrary.h
Check is the directory exist in the Content Browser.
Directory operations
True if it does exist and it is valid.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Asset") static bool DoesDirectoryExist ( const [FString](API\Runtime\Core\Containers\FString) & DirectoryPath )